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Messages - Ryskeliini

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31
Work In Progress / Re: When Xcom fails...
« on: March 08, 2014, 08:57:29 pm »


IT'S COMING! D; ...after 9000+ of confusing coding..


32
Work In Progress / When Xcom fails...
« on: February 06, 2014, 01:15:40 pm »
... Doom guys come to stand STRONG! Rrip n Tear!  ;D



This is merely just a concept art still. most of the inventory items are just photoshopped in, exept the inventory doll (still in messy state) and the shotguns. Battlescape doomguys are real deal, only needs editing in arms at leg parts still. after that its quite easy to change palette to megaarmor (blueis armor) by just changing the palette.

Thinking of it, it would be fun to replace Xcom tech with doom tech. meaning that there would be no xcom weapons or fancy things. You would start the game only with the first weapons that doom had.. with doom pistol and Knuckles (knuckles would work as melee and stun) .. then just researching forward for example:
Chainsaw -> Shotgun -> shotgun ammo -> Super Shotgun -> Minigun -> Minigunammo -> Rocketlauncher -> rocketlauncher etc etc...

Side reserches would be Stimpack -> Medikit ->  Armor II -> Armorr III etc etc.. something like that.

Or even dem Powerups research ... Berserk, Partial invisibility, megasphere .. well these would prolly be impossible to code i guess.

But yup.. concepts :3

33
Released Mods / Re: [HWP] Scout Drone
« on: February 01, 2014, 09:39:06 pm »
hi mk-fg! thanks for the constructive feedback, i see you have used it more than i am :) ... i havent tested it a lot ingame so this is important information whay you have given.

-- It costs 200k vs 40k for usual "scout lamb", takes as much time to arrive.
- Pending on that... tho it has superior way to go trough alien ships to seek whats in there as vanilla HWPs cannot do. Maybe that can be lowered. i agree timing to arrive to base should be halfed.

-- Armor is pretty much useless - both rookie and vehicle gets one-shotted.
-i didnt want to be this as fighting vehicle, more likely spot and hide one. Spotting is one factor that gets aliens killed by snipers. (atleast in my game i can easily spot then kill them with sniper fire wich imo causes huge unbalance... it shouldent get easy!

-- After the very early game stage, rookies have better armor and still cost way less.
- Saving rookies will get "trained" to better class, so saving them is useful? DONT YOU LOVE YOUR SOLDIERS! :D

--- Gives much worse score penalty for loosing - 50 vs 20 - 2.5 cannon fodder people make much better scouts, even unarmed.
- ok, needs to be looked on this. (if i understood correctly what you ment)

-- It gets no xp and gives no chance of nice stats (i.e. 99psi), surviving rookies (good chance) should always be better than vehicle.
 ----

-- Sacrificial rookies can and actually do shoot, and not that ineffectively.
----drone shoots smoke at them aliens :> .. hilarious for me atleast when it has extra TU to use :)

 --Given that aliens see better through smoke, not sure which side actually gets advantage from mounted smoke launcher.
- Not completely sure about that, i think its completely the same as Xcom units have. IF there is a smoke screen aliens cannot see trough it, atleast in my gameplay experience.

-- 70 AP is slightly better than rookie, but only by 10-15 AP, which is kinda negligible.
- So it should be more?... it was in the first rule version ,and scouts completely overrunned aliesn instantly by spotting them in first turn, and thus getting killed by agents running from skyranger and shooting from distant places. Disacree in this point. i think scouts should have EVEN less AP. But notice taken, be pending on this..

-- Should be immune to psi attacks.
- i have no exprience on this but totally agree (if this is mindcontrol thingy) :)

Sorry for my harsh awful english, im finnish and drunk at the monemt ;p ... But afterall, thanks your feedback is very good :) Lets try to fix it :>









34
Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 27, 2014, 11:12:59 am »
Nice! .. tested and working well with latest build. No need for new hit animation layout since it looks good allready. gj wb82 :> ... updated the frontpage also with new DL link too.

35
Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 20, 2014, 03:27:31 pm »
sure, go ahead... they aint my sounds :p

You could always seek this place for example https://www.pond5.com/sound-effects/1/minigun.html (theres plenty of places to find SFX sounds) ...and edit them for your liking on this site.. https://twistedwave.com/online/

 i made little sound attachment for minigun sound. you can use it also if you like to.

36
Resources / Re: Scout drone [Needs ruleset]
« on: December 05, 2013, 07:10:47 pm »
i actually had trouble with everything :D ... i only managed to script it into "purchase" menu and nothing else.... every time it crashed :p

37
Released Mods / Re: [HWP] Scout Drone
« on: December 05, 2013, 07:08:19 pm »
Just came back from the long trip and tried this mod, very well done Arpia! Just tested it for couple quick matches and noticed, maybe its bit too overpowered?
By meaning overpowered, its quite fast drone (cos of the large amount of TUs) to spot aliens and thus causing them aliens getting killed straight away by agent from long distance... EVEN it was my idea to do so, maybe it was bad decision :P (just blame me for that)

i guess ill try to do some balances for that drone, maybe have same amount of TU's like the orginal tanks have (70 TUs if i remember right) or even less ( to 50 TUs)
Also increasing the price for the scout drone to... around 200 000 credits? ... (it has to be worth of 4 agents atleast :D )

Probably at current state, its quite easy for early game with this sccout, but at the later state...?... good? ..or too OP at then also?

But all 'n' all nicely done :) ...couldnt made it better back then... i think those "4-grid-spaces-needed" will be taken care of in the future. ..(and Research images)

well done, cu!

38
Resources / Scout drone [Needs ruleset]
« on: November 23, 2013, 12:00:58 pm »
After losing my hair on making ruleset for this, i just gave up couple weeks ago and got frustrated ... SO now ,instead having this graphics set lurking in my HD, i decided just share this for anyone who wants to try to make ruleset for this, if anyone willing to do, since my knowledge on code side is just, AAAHRG! D:

This pack should contain everything needed graphically and with sounds:

1. Battlescape sprites total of 75 images (used base sprite sheet from Civilian Male)
2. Ufopedia image
3. Battlescape BIGOB image (smoke popper)
4. Corpse image
5. Smokepopping sound


My intentions were to make this kind of ruleset for this:

- Costs 1/4 of Tanks price
- Smoke popper range would be limited to 1 square distance (so it would only be able to smokescreen itself and anyone near it)
- Small sized smoke screen (not huge like the smoke grenades smoke screen)
- Very vulnerable to get wrecked
- Have slightly more TUs than reqular tank? ... ( faster )
- No weaponery at all ,as it is just used for scouting and spotting aliens.
- Ufopaedia image to have Giftys Descrition:

SCOUT DRONE
An inexpensive and rudimentary UVS (unmanned vehicle system) often used in modern military conflicts to scout enemy positions or bomb sites. This X-Com model, courtesy of the US government, has been fitted expressly to quickly locate hostiles in a first-contact scenario, feeding real-time digital intel to the rest of the squad. The Scout Drone carries no weapons, but is capable of detonating a smoke pellet to hide itself or its squadmates.


Those are merely just suggestions, but you can do anything you want for it.
IF you use this in your mod or anyway, atleast give me credits for these graphs, this took a lot of time to create from scratch. (and of course Gifty too if you use his text) ;)

Enjoy! Have fun! :)


 

39
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 28, 2013, 07:37:31 pm »
Yaay, nice one devs :) ... updated the frontpage ssrl.

..and yeah, those tanks have something very common with dune 2 harkonn..*cough*

might as well bring something about the drones... Currently all sprites finished (Ufopedia,battlescape,wreck,death ani.,smoke pellet.. etc etc.) now im converting them from bmp format to gif format, wich takes bit time.. and then ill start compile everything togeher and try to figure how i bring that into ocx at the coding side. :p

edit: oh and @shadow, medical droid will be 4-wheeled. just to have some variety. 

40
Resources / Re: Ryskeliinis sprites
« on: October 24, 2013, 11:00:56 am »
Sure, catch!

41
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 23, 2013, 01:41:32 pm »
Couldnt stop thinking this last night, so i made a small scetch of this one, little offtopic... :
 mini-MINI-mod for skirmish Battle mode, OXC-EPIC. Everything made in 1x1 sized grids :)

 Just think of it, 2x2 sized battleship flying around on a battlefield destroying cities, while armies of muton footsoldiers invading. XCOM Tanks rolling towards to encounter aliens and jets flying around the map ,hunting alien space ships... Huge "gojira" like Chryssalid stomping around, xcom jets ready to fire Avalance missiles at it and BOOM huge-minimalistic nuclear explosion on the map :D .... well i can always dream :> ... back to drones..

42
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 22, 2013, 07:48:39 pm »
@Gifty: Big thanks! really appreciate for writing that ufopedia text, looks more pro than i had in mind  ... ill add you to the credits once ill finish this up. Thanks again :)

About that SSRL, as mortiarty mentioned to make a ammunition to fill up the whole backpack, iv thought it too... but it would be plain silly :P
i thought i could write a irl "rule" to use that weapon... after 1 shot, player should drop it by itself to ground and leave it there, thus it would be left in there and be non recoverable after mission is over...of course dropping that weapon wouldnt cost any TU's ... but yeah...eh, that would be kinda stupid too.

Sure i could make small rockets for that weapon, but then i wouldnt want that it would discard the Xcom Rocket launcher for being cheaper and lightweight...

So we-be-still-pending-on-that :>

Taser is what it is, there is hit animation folder for it made with hit animation pics, soo anyone can try to code to make it look like it should be. For now, i cannot do much about the explosion ani.

@Hadan: it will be 1x1 ... small prew under .. and i also changes the color scheme to be more like the tanks are.

43
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 19, 2013, 07:17:42 pm »
ahh, quickly just stopping by.

Known problems on SSRL is taken care of and other things.

For now, im looking for (if anyone wants to help with good english) ufopedia for this. its basically a scout drone for early game, no guns or whatever... only able to pop small smoke screen.... Soo basically small spotting robot/drone... Prolly gets done in next week, missing some minor sprites still and clean up on that ufopedia screen.. and ( GAH!) coding of course...

soo, if you want to help out ,pls do :) ... of course you'll get credited for that then.

next will be i guess a medical robot (similiar as this, but healing ability [And lotta more expensive]) ... researchable after medikit and other stuff... but now i must leave.

 cu!

44
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 09, 2013, 05:28:04 pm »
Mercy, i uploaded new taser. i noticed that it replaced HW cannon and Auto cannon battlescape sprites with taser ones. Should work fine now.

45
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 08, 2013, 02:42:46 pm »
Sure, go ahead.

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